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In Cinema 4D when working with cloth it's often necessary to attach the cloth to another object so when the object moves it pulls the cloth along. The cloth then flows in the window sashes and basically simulates. This is called Belting in Cinema 4D. Let's look at how it's done. So we'll start by creating a cloth object out of a plane. We'll have this plane oriented to the X axis and we'll set its Width and Height segments to 10 and then we will make this editable. We'll go into the Point mode and we'll select those top row points with our Live Selection tool. Now we'll create the object that this cloth is going to be attached to and so that object we will just make from a cube.
Let's go ahead and shape that cube. We'll make it just about as wide as the cloth and we'll make it a bit narrow just to be its rod on top. We'll also set the number of Z segments to 10. We'll make this editable as well. We'll call this A and we're going to work in Point mode and with our Live Selection tool, Only Select Visible Elements is unchecked. We'll select that bottom front row of points and now we'll go into our Perspective View to see that how this is going to connect.
We'll tell our Cloth object to get a Clothilde tags, Cloth. Our A object, we're going to tell that to be a Collider and our Cloth we're also going to tell that to have a Belt. We're going to name this belt A and in the Tag tab of that Cloth, we're going to drag the A cube into Belt on and we're going to click Set. So that established a relationship between those top points on the cloth with the points on the cube.
To demonstrate this, we'll go into our Front View and we'll drag this over to our left. We'll go to Model mode and select our A object and we're going to record some animation for this on the position only and so let's get rid of these other tracks. We'll record one keyframe and we will drag it over and with the Ctrl key held down we can click on 90 to record our other keyframe. Now we can play that back. We can see that the belt is working quite fine.
Let's look at this in the Perspective View and so it's very predictable and dependable. It's working as advertised. So now let's make this a little bit more challenging because we don't like easy and we'll add a second object to be belted on, which is why we named the first one A. So we're going to make a copy of our A object. We'll hold the Ctrl key down and just drag this out. We'll name this one B, big shot, and we'll go ahead and remove the animation from B. So we'll go our Window > Timeline and we'll just highlight those keyframes in B and delete them.
We even delete the track entirely and we'll close the cell and now we have our B. We're going to drag B down to the bottom here. That's good enough right there and now we need to get to Point mode and we need to make sure that we don't have these points. We want to get the top ones now. So I have our Live Selection tool, Only Select Visible Elements is still unchecked and we'll select these top points.
Now we need to select our Cloth object and we need to also change the points which are selected. We'll select these bottom points here and now we need to right click on our Cloth object and create another Belt tag. This Belt tag we'll call B. In this Tag tab we will drag the B object into Belt on and we'll click Set and we've just established a relationship between the bottom points and the bottom B object.
So let's look at this in the Front View now. We'll hit Play and there were some settling that had to go on. That's basically because we were totally at the beginning. So there is a little freaking out going on that's just quite fine. So we can look at this in the Perspective View.
So while I am showing you how to do with two belts, really you can do it with any number of belts and since they can be animated, it can really get pretty cool. You can even deform these objects that are being belted on and are going really have some influence over your cloth. In addition to that, the cloth itself in the Cloth tag can have the Forces being applied to it, the Wind and Turbulence, and really take this to town. I am going to show you one last thing here. I am going to incorporate the Use Tear function and I am going to show you how it works with the cloth, since we have a situation where the cloth can be stressed.
So to do that, we turn on the Use Tear. We go to Character > Cloth Nurbs and we put this cloth into a Cloth Nurbs object. Since we are in Cloth Nurbs, I'll go ahead and take advantage of one of the nice features and increase our thickness. So we'll appear to have some substance here to our cloth. I'll go ahead and take this back to the beginning and Play. It broke, and the reason it broke away is because if we look at our Cloth tag, we have Tear at 120%. So when it stretches beyond a 120 % of its size, it's going to tear. Let's take this value up higher. So it lasted a bit longer, and so if we took it up really high it would last even longer. So you can see you can determine when this thing is going to tear.
So it's pretty cool and it's very easy to work with, or I would say play with. It's pretty fun! There you have the belting and also tearing of cloth.
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